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Question about flak mechanics

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6 years ago
Feb 25, 2019, 10:45:36 AM

I have noticed that the flak damage of a module doesn't depend on the type of module size slot.


Putting a flak on a small slot, say an attacker slot, have the same damage as when putting it on a slot in a co-ordinator ship.


My biggest confusion is that modul slots say under their description is that they effectivly put two guns instead of one, is this just damage wise or the mechanic, for flak, actually means two flak guns firing seperatly and counts for 2 actual flak guns? because the damage tooltip doesn't change.


Does this means that flak is not affected by module size and just by sheer number of modules? (e.g. 2x attacker ships with 6x flak modules will give a better flak protection than 1 co-ordinator with 4x flak modules).

Updated 6 years ago.
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6 years ago
Feb 25, 2019, 12:03:36 PM
samsonazs wrote:


Flak defence:

The range band is very narrow and it takes missiles a little less than 1 second to pass though the flak zone.

Flak has a cooldown of 0.5 seconds so it fires twice at incomming missiles with each shoot having an 80% hit chance.
The DPS you see in the tooltip is Flak damage * 2 

   


This means that if you have a single flak that does 4800 DPS you will shoot down only TWO missiles (I tested that).

Damage isn't transferred over to another missiles.

Having a single flak on larger hulls means you have more flak guns firing. The tooltip provides false information and doesn't scale with larger hulls.


If your missiles are not synced perfectly and are staggered by more than 0.5 seconds flak will have more chances to fire at incomming missiles.

Swarm missiles and regular missiles have different cooldown times so they won't fire in sync except for the first salvo and every 45 seconds afterwards (so 3 times during battle).


As flak has such narrow range it means you should only count on the flak defence of the targeted ship.

Having a dedicated flak defence ship in your fleet doesn't make much sense as most of the time its defence won't contribute to shooting down missiles that target other ships.

Sometimes the trajectory of a missile will go trough another ships flak zone and that ship will fire on the missile. But it is not something you will see for every salvo.


Slug weapons on heavy mounts don't provide any additional flak defence. In fact I observer the oposite and a heavy mounted slug gun was able to shoot down only one incoming missile where a normal mount on an attacker class ship would shoot down two.



Hull sizes and defence:

This is correct for version 1.2.4


The tooltip informs you that flak defence doesn't scale with larger hulls. Basic Ultradense Slugs provide 300 damage agains missiles both on an attacked and hunter hull. 

Damage agains ships gets multiplied but damage agains missiles doesn't.

 

THIS IS FALSE (I tested it)

Hunter class ship with a single slot using slugs will shoot down twice the amount of missiles than an attack ship having a single slug gun mounted.
That is because a single weapon slot on a Hunter ship is actually two separate guns.

https://www.games2gether.com/endless-space-2/forums/68-game-help/threads/29219-space-battle-guide-explanation-of-game-mechanics


I think this will give the answer you need.

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